Gatecrash Spoilers: Batch Number 1

It’s that time of year again! That’s right, it’s spoiler season! While the first batch of spoilers admittedly came out about a month ago with a curious Craigslist sale I wanted to wait a bit longer so that I had a little more to sink my teeth into and then along came Cipher and all of the sudden I had more than I could chew. Let me start with those first five mythics which were spoiled first and from there move onto the guild mechanics.

So it now is official. It cost 8UUUU to win the game. So for 12 mana you don’t only get to draw your whole library but you get an extra turn to untap and go nuts. If you cast this card and don’t win, you are doing something wrong. This card just wants to be played with Omniscience. Cast Omniscience, play Enter the Infinite for free and play the rest of your library for free. There is potential for this combo to become a threat in Standard and Modern but Enter the Infinite is clearly going to be abused the most in Legacy where cheating Omniscience into play is much easier with cards like Show and Tell and Academy Rector. Either way, Enter the Infinite is a ridiculous card that will definitely see play in constructed somewhere.

This card is interesting. A flying 6/5 trampler is pretty amazing in Limited but I doubt that it will be powerful enough to do anything in Constructed. With that being said, this is going to be an EDH and casual all-star. Like I have mentioned, his stats are nothing to scoff at and that ability could break games when put in the right deck.

We have seen ‘take an extra combat phase” effects in the past but we have never seen it on hasty, flying and vigilant body before. I think everyone knew that Boros was going to be an archetype to watch out for and Aurelia just gave the deck a win condition. Aurelia is going to let you go turn five Thundermaw Hellkite, bash you for 5 followed up by turn 6 Aurelia bash you for 16. By herself she is alright but the kind of decks that do play her are going to be fast and aggressive and when she hits the field games are going to end. Keep an eye out for this one.

So Seismic Assault grew some legs and is now throwing bigger rocks. This card makes me feel like RG Wolf Run ramp is still a very viable option in the format. Even though Borborygmos doesn’t do anything upon hitting the field, even if he gets hit immediately by some instant speed removal you can still respond by dropping your extra lands and blasting a couple of threats or even just your opponents face. This card is just perfect for ramp decks. Decks like that can now justify running 27-30 lands no problem because in the late game they aren’t going to be flooded with mana but with extra cards to bolt your opponent with. The Seismic Assault ability is sweet but the fact that this Cyclops gets you more land every time he attacks is awesome. I realize the ability only triggers when he deals damage but he is a 7/6 trampler and as of right now towers over most other threats in the game. This card will unlikely see play in eternal formats but is definitely a viable win condition in Standard and is going to an absolute blast in EDH and casual.

Domri Rade is so awesome. Three drop planeswalkers traditionally have a plus one which yields no card advantage. For example Liliana had each player discard a card, Jace Beleren each player draws a card.  Domri breaks this format. In the right kind of deck his plus one might as well read ‘draw a card most of the time’. Not only does his plus one rock, but he also passes the planeswalker test because he is able to defend himself. Admittedly, he does need a creature in play to be able to do so but again in the right deck he will be amazing. Now for a planeswalker to be awesome enough to catch my attention it needs to have an ultimate that ends games. For example, Sorin, Lord of Innistrad has always felt a bit underwhelming simply because his ultimate could potentially do nothing. That is not the case for Mr. Rade here. As we have made clear at this point, Domri Rade wants to be played in a creature based deck and because of that his ultimate is definitely going to win games. Hell, even if the emblem only gave your creature’s double strike and hexproof it would be ridiculous, but the fact that it gives your guys trample and haste as well is just almost too good to be true. If you ultimate this guy and don’t win, then you are doing something wrong. This card is amazing and definitely will see play across the board. Definitely in Standard and Modern and I wouldn’t be surprised if it showed up in Legacy somewhere too. Three drop planeswalkers are good and Domri Rade continues to prove this paradigm.

So now for some new mechanics.

So Boros has a very powerful history in Constructed so it is interesting to see Battalion, which at least in a constructed environment sucks balls. The fact that you have to have two other attacking creatures is pretty steep for an ability trigger so for this mechanic to see play it better do more than just a Lightning Helix. Maybe it will end up doing something big, but as of right now I am fairly underwhelmed.

Now Extort is a fun one. While one life and one damage doesn’t seem like a lot let’s not forget that we still have Flashback in Standard making cards like Lingering Souls and Think Twice that much more powerful when they can chip away at your opponent’s health while simultaneously increasing your own. Admittedly this Thrull feels like a completely inferior Sun Titan in almost every regard but still the Extort mechanic isn’t something to brush off just yet.

Bloodrush is cute. It kind of feels a bit unnecessary with Wolf Run still around but that doesn’t mean it won’t see play. Rubblehulk especially seems viable, by being either a really Giant Growth or being just a big body in the late game. In the end it really does just make your cards a bit more versatile which is always awesome despite the abilities slightly redundant effect. It really wants to grant Trample too though again demonstrating Wolf Run’s superiority here

Fathom Mage debuts the Simic ability, Evolve. I love how they have kept the same +1/+1 counter theme from the first Raniva block except Evolve is significantly better than Graft. Especially in creature based decks, your creatures getting bigger is going to incredibly powerful especially when they have ridiculous additional abilities like the Fathom Mage here. Oh my god this card is going to be fun. This card with Scavenge and Corpsejack Menace are going to be gross. Creatures that trigger the Mage’s ability as well as have an ability which can put even more counters on the Mage subsequently meaning you will draw even more cards. I have mentioned before that I am very much a Johnny, and this card appeals to my inner Johnny very much so. Not only do Scavenge creatures work well with the Mage but the Innistrad block gave us quite a few spells that placed a handful of counters on your dudes as well such as Blessings of Nature, Hunger of the Howlpack, and Increasing Savagery which all work incredibly well.

Now for the single most exciting part: Cipher.

This mechanic is scary. There is the single most potential here with the presence of Invisible Stalker also available in Standard for Type 2 to become broken. I mean this mechanic could just break the game. There were so many rumors about Dimir getting a mill based mechanic that I am incredibly excited for something a bit more diverse. With that being said, Invisible Stalker and Whispering Madness together make for a quite efficient milling strategy. So turn four you cast your Whispering Madness and each player discards their hand and draws five and at this point you encode the spell onto your Invisible Stalker. Your Stalker then attacks and triggers another Whispering Madness and each library gets another five cards smaller. Now that you have another copy of Whispering Madness going on, you then encode that copy onto the same Stalker. That’s right; you get to encode the encoded copy. That means that each turn you will be getting exponentially more triggers. Now admittedly while quickly milling your opponents face off you will be doing the same to yourself, but as long as you draw one or two of your Thought Scours while drawing your entire deck you should be good to go.

That is just the shenanigans you can get into with one card. Imagine what other Cipher spells we are going to get though! Cipher is a blue and black mechanic meaning perhaps we will be getting some sort of Cipher draw or discard spell subsequently turning our Stalkers and other fine gentlemen into super specters and super Ophidians. If Cipher only got a draw and discard spell it would be the single best mechanic in Standard but we are sure to get even more crazy spells in the other 210 unspoiled cards yet. Cipher being released when we have Invisible Stalker is absolutely terrifying and we are sure to only get more crazy unblockable and evasive creatures from Dimir. Just look at their Keyrune!

Cipher is one of the best and the scariest mechanics to hit the game for a while and I cannot wait to see what else comes out of this set. For all of your Gatecrash news stay tuned into… Uhh, the site?

Also Watery Grave looks amazing. I love you and your glorious sharp art Mr. Swanland.

Am I the only one who is reading all of these quotes from Zarek as a confirmation that he is showing up in Dragon’s Maze?

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Kingdom Death: Monster looks amazing

Kingdom-Death-Monsters

One thing I really enjoy is a good board game; be it traditional games like Risk or Stratego, or table top ones like Warhammer and Magic the Gathering. There’s something great about the immediacy and physicality of games like that. When it comes to Warhammer specifically (and I would assume D&D, though I’ve never actually played it), a large reason of why I enjoy the game so well is the miniatures themselves. Painting and assembling an army of Space Wolves or a squad of Nergal worshiping Chaos Marines is very rewarding, and gives a sense of personality and attachment to your  army.

That enjoyment and appreciation for plastic figures is one of the reasons this Kickstarter project caught my eye.

Aptly named “Kingdom Death: Monster,” the boardgame is something of an amalgamation between card-based boardgame and strategic, figure-based combat. There are a few videos on the page that explain the basic gameplay, but the really impressive element here is the figure design. These things look amazing! The boxed game comes with quite a few of great looking figures, and there are upgrade options and expansions you can get as well.

Kingdom-Death-Monster

Admittedly, a large part of the appeal comes from the Dark Souls-esque dark fantasy atmosphere and grotesquely cool creature designs (though I’ll be honest, most of the female figures are pretty ridiculous…), but the whole package looks well-made and the game seems like a very fun RPG/resource management hybrid. Color me interested.

Luckily, the game has been fully funded — and then some. Currently the Kickstarter has raised $596, 724, when their goal was only 35, 000. That’s a successful fund if I’ve ever seen one.

There are several levels for backing that include some great rewards, however if you want the game you’ll need to pledge at least $100 (higher amounts net expansions and extra figures). Despite my interest and excitement for the project, the college budget and the holidays has stretched my wallet thin, so I have yet to back it. Thankfully, we’ve still got time:  the project still has 27 days worth of funding to go, closing on January 7, 2013.

Anyway, I’ll stop chatting about it; head to the Kickstarter page and see for yourself just how excellent the game looks!

http://www.kickstarter.com/projects/poots/kingdom-death-monster

Sphinxes, Demons, and Gorgons, Oh My! Part 2: Multicolored Cards and Artifacts

Now for the multi-colored cards.

So you know how Smother is a good card? Wizards looked at the card and thought, “we could do better”. The end result is a Smother that can kill almost anything and can’t be countered. This card rocks. I mean black decks are going to splash green just for this card and vice versa. One of the best kill spells ever printed and will probably see play all the way to Vintage and Classic. SOOO GOOD.

Armada Wurm

2ggww
Creature – Wurm Mythic Rare
Trample
When Armada Wurm enters the battlefield put a 5/5 Wurm creature token with trample onto the battlefield.
5/5

 

This is going to both play and function very similarly to Broodmate Dragon and just like the dragons you can bet this card sees play. Like I have mentioned several times, the Type 2 environment is running low on usable six drops and this card fills that void perfectly. Broodmate Dragon was awesome because it was 8 power for six equally distributed across two bodies with flying. Armada Wurm rocks because you are getting 10 power for six equally distributed across two bodies with trample. I think that trade for more power and tramps for flying is a great trade and this card definitely going to be knocking some skulls.

Watchwolf is getting reprinted. Except this time it also functions with all token doubling effects including Parallel Lives, Doubling Season, Rhys, and of course populate. Cool card but still not completely sold on its superiority to the Wolf. Either way, good card that will see play.

Three drop counterspells while not as efficient as their two drop counterparts are absolutely just as powerful. Counterflux is an incredibly powerful spell for multiple reasons. First off it is uncounterable. An uncounterable counterspell for three fantastic. Now an uncounterable counterspell for three which for one mana more can also become an uncounterable counterspell for four which also counters every other spell on the stack is absolutely amazing. Say that ten times fast. Anyway, a card that is both powerful and versatile. It’s definitely going to be a big player in the inevitable American Control deck that’s bound to show up.

That same American Control deck will be benefitting from this bad boy. An O-Ring that can also deal with a field full of angel or spirit tokens is sweet. While definitely more powerful than Oblivion Ring I am sure that the more restrictive mana cost will lead to O-Ring still seeing play.

I gotta love my big blue spells. An instant that tutors up for pretty much any three instances of your choice is my kind of spell. If you build your deck right this should be able to provide you answers for almost every possible situation, especially now with overload spells that have small casting costs but big abilities. Such a sweet card that gets me to excited to see some new strategies from blue.

Speaking of tutors…

This card is absolutely perfect for any and all reanimator decks. Being able to grab a Huntmaster and at the same time being able to dump a Griselbrand in the yard is too much of a value to pass up with a reanimation spell in hand. That paired with scavenge and other graveyard effects lead to this card being a bomb. Another hit for Golgari.

I believe Frank Lepore is absolutely correct in predicting the future of Type 2 is turn one Pilgrim followed by a turn two Smiter. A 4/4 for three is pretty awesome but paired with being uncouterable is just too much. Awesome card and with the presence of both Azorius and Selesnya we are going to be seeing some powerful Bant builds.

This card is so awesome. This card does absolutely everything control decks wants to do. This card allows you to sit through your opponents turn and during their end step either snipe their biggest step or draw two cards. I know either way is fine with me. This card is like a UR Swiss army knife. Definitely going to see play

Now this is the card that is going to make Bruna a viable option. This card and Angelic Destiny and maybe a couple others are going to make for some awesome UW Bruna Mill Control Combo type shenanigans. The fact that it makes your creatures gargantuan as well as netting you cards is what really excites me about this card. I like it.

This uncounterable cycle is absolutely magnificent. This set is Christmas for the control players out there. Wizards must have thought that O-Ring and Wrath of God weren’t powerful enough for those UW control decks out there and that they needed the same exact card except significantly more powerful. At the moment they feel a little unnecessary but it is cool to see these powerful spells have a more restrictive casting cost, especially since they might replace the originals for a season or two

So Regrowth is being reprinted. I will admit the casting cost is more restrictive than Regrowth but it is also a whole lot cheaper than Recollect. I am pretty sure this will see some competitive play. It is a shame it gets exiled cutting off potential interactions such as with Snapcaster. Either way, it is a powerful card that will be played.

This is the card I am the most excited about in the entire set. First let’s see if this new planeswalker passes the test: can it defend itself? The answer is, of course yes. Not only can she shut down any creature threatening her but it can seriously deal with any non-land permanent threatening her. Not only does her -3 effectively protect her but her +1 does too. That’s the beautiful thing about Vraska, she goes into your opponents turn with 6 loyalty and deathtouch. If your opponent doesn’t want to stare down her ultimate in only three turns he or she is going to have to lose a couple creatures slowing her down.

And her ultimate…

When I ultimate a planeswalker I want it to mean game over for my opponent. For example I was a little underwhelmed with Jace’s ultimate due to the fact that it didn’t necessarily mean you won. That is not the case with Vraska. After only three short turns your opponent is going to have to have three answers for your little tokens or else face death. I am so stoked to actually see the words “loses the game” on a planeswalker. I came into this set assuming I would be playing something blue but after seeing Vraska I was positive I would be playing Golgari. This card is awesome. Perhaps not strong enough to be a hit in legacy but I wouldn’t be surprised seeing it show up in a couple modern builds. Such an awesome card.

Also Pithing Needle is getting reprinted which is pretty neat.

Wizards has done a fantastic job distributing power amongst all of the guilds and all of the colors. While going through the spoiler I committed myself to playing any number of different color combos countless times because every color has so many great cards. I am excited for so many cards in this set it is unbelievable.

Be sure to check out Sphinxes, Demons, and Gorgons, Oh My! Part 2: Monocolored Cards and Artifacts here! And you can check out the rest of the spoiler here, at MTGSalvation.com!

Sphinxes, Demons, and Gorgons, Oh My! Part 1: Monocolored Cards

So yesterday a couple dozen new cards were spoiled so of course I started a new spoiler review. When I awoke this morning I checked MTG Salvation for new spoilers and found myself staring at a list of 120 new cards. Due to the large amount of new cards announced I am going to split these articles into two batches of reviews.

Now, let’s talk about Return to Ravnica.

Now this is a card I can get behind. With the loss of the titans and Wurmcoil the Standard environment is running low on powerful six drops and I really think that all of the powerful seven drops lying around are going to fill this void. Enter Angel of Serenity. So I think the big thing about Angel of Serenity is that it isn’t just three Fiend Hunters in one card. First off once it leaves play the creatures aren’t returned to play but rather the player’s hand. Now while a triple Fiend Hunter is cool and all it really paints a big target right between this angel’s eyes and that is where this girl really shines. Angel of Serenity allows you to remove three cards from not only the battlefield but also graveyards. It enters the battlefield and you remove one of your opponent’s creature from the game and two creatures in your graveyard. Your opponent can kill your angel and get his creature back but at the same time he is going to be returning two creatures to your hand. This card is more or less a 5/6 flying body with any combination of Unsummons and Disentombs. Definitely a powerful card, especially with Restoration Angels and Cloudshifts floating around. Keep your eye out for this one.

At this point we have quite a bit of graveyard hate but Rest in Peace might be the best ones available in Standard. The fact that it cleans out all graveyards upon entry and then goes on to completely shut out everything else that would enter the yard is way too awesome. Definitely going to be a sideboard staple.

Precinct Captain 

wwCreature – Human SoldierRareFirst strike
Whenever Precinct Captain deals combat damage to a player, put a 1/1 white Soldier creature token onto the battlefield.Illus. Steve Prescott #17/2742/2

One thing is for certain: RTR definitely doesn’t mark the end of Humans. A 2/2 for two with first stike is pretty sweet but that last ability of the captain puts him over the top. If this human goes unchecked your opponent is going to quickly staring down a field of threats. Between the beaters like this guy and the white populate and detain cards coming out in the set, human decks or at least white weenie are getting quite a bit more fuel.

This card is awesome. Disperse was always sweet but it is also a rather limited card and isn’t spectacular late game. That is definitely not the case with Cyclonic Rift. Not only is it a Disperse but it also a potential finisher at the same time. It serves as great spot removal while simultaneously being a one sided board wipe in your favor all at instant speed. One effect is clearly more powerful than the other but the fact that it is both adds an amount of versatility to the card that almost guarantees that it will be seeing constructed play.

Dispel

This might not be the most exciting spoiler of all time but dispel is a very powerful card and is going to be a crucial cog in any control decks especially with the loss of Mana Leak in the format. My fingers are also crossed for some sexy new art.

If you thought that blue aggro decks were gone perhaps you should guess again. A flying 2/1 for one is pretty decent and the fact that it is blue is a little ridiculous. Sure the additional cost of bouncing a creature could be considered a negative but if you really think about it there really aren’t a ton of creatures in a UW Delver list I wouldn’t mind returning to my hand. The decks that get the most out of this guy are going to be returning Snapcaster Mages or Restoration Angels or in the worst case scenario a Delver which you will simply recast. 2/1s are usually decent cards but when it is paired with both flying and the most powerful color you know you it’s going to be worth paying attention to.

Sphinx of the Chimes 

4uuCreature – SphinxRareFlying
Discard two nonland cards with the same name: Draw four cards.Illus. Greg Staples #52/2745/6

Sphinx of Chimes could possibly be one of the go to win conditions for control decks. A 5/6 flyer for six is decent but that ability is just awesome. I could see this card ultimately missing but I can’t so easily overlook an ability that reads “draw four”. For control decks you spend most of the game controlling your opponent and shaping your hand. The decks that could benefit from using this Sphinx are the ones with large numbers of cards in hand and likely to have multiples. This card could definitely be a hit in standard but perhaps it will in Modern where it will really shine. By this I mean I really just want to see this dude in cahoots with Squad Hawk. Any who, this guy could be fantastic but at the same time I could see him flopping. I guess only time will tell.

I like this card quite a bit. This card feels a lot like Abyssal Persecutor and that card was incredibly powerful and saw quite a bit of play. Sure he doesn’t have trample but still a 6/6 flyer for four is the kind of power I want to be getting for four mana. Now your opponent does have the option to sacrifice a creature to tap him down which makes him a card you will probably side out against tokens but let’s look a little closer at that ability. So prior to declaring attackers your opponent can sacrifice a creature to take him out of the picture while at the same time making him a bigger threat. Now think about the scenario in which you would normally be attacking a 6/6 flyer. You attack and your opponent is either taking six or they are probably going to be chump blocking. His ability lets your opponent choose whether or not he is going to be chump blocking or taking damage prior to declaration of attackers which is significantly better than simply attacking and being chumped blocked. First off, if your opponent taps him he becomes bigger, something that is going to be incredibly relevant in a format dominated by finishers with five or six power. Second this all occurs before you actually attack. This means that you are going to be able to declare attackers with one less body on the other side of the field, fully aware that you are down one potential blocker ultimately letting you make a more informed move and play better. This is one of the cards I saw on the spoiler page and immediately knew I was going to be playing it. I cannot wait to start bashing with this demon.

As I just mentioned there aren’t a whole lot of creatures with six power floating around with the rotation of the Titans which is what makes this vampire worth paying attention to. Again, not only is it a bit bigger than the rest of the crowd it also has flying and one hell of an ability. If a 6/5 wasn’t good enough for you how about a 12/11? Attack with this vamp once and she is going to be able to pretty quickly go toe to toe with a Worldspine Wurm. Sure it doesn’t do anything immediately upon entering play but you can bet it is doing something the second you enter combat. Not only is it a notably strong body but it is going to turn all of your creatures –itself included—into absolute monsters. Necropolis Regent is definitely my favorite mono-colored mythic in the set.

Underworld Connections 

1bbEnchantment – AuraRareEnchant Land
Enchanted Land has “{T}, Pay 1 life: Draw a card”“If you need it, it’s available. The question is: how much are you willing to pay?”Illus. Yeong-Hau Han

This card is awesome mostly because it is so reminiscent of Phyrexian Arena. While being familiar it also different in several ways. First off the drawing is tied to a land. In some sense this is a negative in the sense that you are effectively losing one mana if you want to draw some cards. But with that being said it also allows for quite a few things. Being attached to a land also means you can do it at instant speed or in response to something, also allowing for potential Miracle triggers. Another big pro for this card is that you are in complete control for when you get to trade life for cards. Unlike Arena which will take that last life of yours regardless if you want it to or not, you can stop drawing cards whenever you like. If your life total is low this enchantment isn’t going to be grinding you that much closer to death. So again very reminiscent of the classic enchantment and like Phyrexian Arena you can bet it is going to be seeing constructed play. I know I want to abuse it.

When paired with a multicolored set this card might seem underpowered but there really are quite a few mono-colored creatures that are more than worth running a kill spell for. Depending on what archetypes become predominant after the release of the new set you can bet that people will be running atleast one these main board and maybe even a couple more in the side. Awesome kill spell that could trickle down to the other formats.

And those are just the mono-colored cards in this predominantly multicolored set. Be sure to check out Sphinxes, Demons, Gorgons, Oh My! Part 2: Multicolored Cards and Artifacts which comes out tomorrow! And you can check out the rest of the spoiler here, at MTGSalvation.com!

Ravnica Spoiler Review

HOLY CRAP. Return to Ravnica looks ridiculous.

While spoilers for the upcoming set have been slowly leaking out for the past month or so it wasn’t until a few days ago when the first of the month as well as PAX rolled around the corner when the first big batch of cards showed up. Among them are a quite a few brand new and awesome cards but perhaps some of the most exciting cards revealed so far are reprints.

That’s right. The Shocklands are back and with new fancy art. Only the first 5 are showing up in Return to Ravnica while the other five will be paired with their respective guild in Gatecrash. At first it seems a little ridiculous including these powerful lands in a Standard environment but without Fetchlands they are a little less ridiculous. With that being said though I would still absolutely love for Fetchlands to get reprinted in the next block. Fingers are crossed.

The Shocklands aren’t the only exciting new lands in the set either.

Return to Ravnica is debuting a brand new type of land called Gates. Gates are more or less your normal dual color tapped land except it has an additional type. Now while these lands are a little underwhelming compared to the Shocklands they are still incredibly important for several reason, most importantly, because it is a common. By making dual colored common lands Wizards has made it so that in limited building multi-colored decks will be significantly easier due to the all the lands you will be easily picking up in each pack. Now continuing off that, it will also allow players who are building on a budget to still really get the most out of the set and still exploit the colorfulness of the set without having to fork out tons for top tier lands. Lastly, these lands are going to absolute all-stars in Pauper. I have been hoping for some sort of dual colored land in the format (other than bounce lands) ever since first trying the format out and now I finally have some.

Out of the Gates and Shock-lands as well as all of the other lands available in Standard multicolored deck building should come with relative ease.

So the percentage of the cards spoiled so far that I am excited about is significantly higher than usual so I am just going to start at the top of the spoiler and just start going down it.

Jace, Architect of Thought 

2uu

Planeswalker – JaceMythic Rare+1 : Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
-2 : Reveal the top three cards of your library. An opponent separates them into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
-8 : For each player, search that player’s library for a nonland card and exile it, then that player shuffles his or her library. You may cast those cards without paying their mana costs.Illus. Jaime Jones #44/2744

New Jace! As disappointed as I was seeing that the new Jace was in fact not multicolored, my excitement about every other facet of the card outweighed that disappointment. First off we have to look at whether it passes the planeswalker test of being able to defend itself and here Jace gets an A for effort. While he cannot directly deal with any threats on the board he is able to shrink the attacks of any offenders with his plus 1 making him an ideal threat against decks with lots of smaller creatures. Now Wizards apparently realized exactly how much they love giving Jace an ability that is more or less a powerful draw spell from an eternal format. The Mind Sculptor had Brainstorm and the Architect of Thought has a mini Fact or Fiction. A -2 ability that is getting you at the most two cards is pretty dang good. Worst case scenario for Jace is throwing him out there when he isn’t really going to do anything and simply drawing 4 out of him over the next two turns. For 4 mana that is pretty awesome. Now his ultimate is one of my favorites seen on a planeswalker in quite some time. Being able to search your opponents’ decks in addition to your own for any spell to throw in your opponents face is too fantastic. I really want to see this new Jace paired with an Emrakul and used as a way to cheat that monster into play. While the Architect of Thought definitely is no Mind Sculptor he definitely brings a lot to the table and even though he can’t defend himself as well as others he is still a 4 drop planeswalker starting at 4 loyalty. Keep your eye on this bad boy for sure.

The next card isn’t nearly as exciting as Jace but is definitely one that could be a blast to play with.

Pack Rats paired with other fantastic and fun rats such as Ink-Eyes, Swarmyard, and Relentless Rats could make some incredibly awesome casual decks. I don’t really think this could be anything competitive but it would be a blast to play with. Rats for days.

Mizzium Mortars is pretty damn rad. This card shows off Izzet’s new mechanic and it is pretty awesome. Mortars un-supersized is a decent kill spell for 2 but once it is Overloaded it has the potential to completely wipe an opponent’s board. The versatility behind Mizzium Mortars is probably going to be enough to see it appearing in some Standard RDW builds.

Hey check it out Overgrown Battlement is being reprinted except it isn’t as awesome. Sweet.

Axebane Guardian might not be as effective as Overgrown Battlement it looks like there might be a couple of other exciting green defenders getting released in the new set so there is definitely going to be the potential of a green defender ramp strategy.

Joining the Guardian is Gatecreeper Vine which is able to fetch you some of those fancy new dual lands. Last time we saw these kinds of cards making it into constructed players were ramping into 15/15s and Eldrazi and what not. What can we ramp into this time?

Well we might not have any Eldrazi this guy sure is a worthy target. I mean you cast this monster and unless your opponent has an O-Ring in hand you pretty much win the game. 15 power on board for 11 is good but even after death he leaves you with 15 on board and that 15 is always attached to a trampling body. So for that 11 mana you are essentially getting 30 power with trampling. That’s alright I guess.

I kind of skipped over white due to a lack of anything too impressive yet but at this point it is definitely worth mentioning Selesnya’s mechanic, Populate. Populate lets you put a copy of any token you have on the field. When the mechanic was first dropped I immediately saw 1/1 spirit tokens and tiny humans and the idea of getting just another little dude wasn’t all that appealing.  But now we are seeing some big tokens. 5/5 tramplers and 8/8 vigilancers (it’s now a word) are definitely something I would be interested populating the field with. Populate is definitely going to be better than I originally predicted.

Now this card is definitely designed to fill the slot that Frost Titan had been holding onto for so long. Here is that control deck finisher that can single handedly shut down the field. Archon of the Triumvirate introduces us to the new Azorius mechanic, Detain and I am fan. While arguably less powerful than tapping down a permanent he is also able to shut down permanents with non-tapping activated abilities, *cough* guildmages and planeswalkers *cough*. This new Archon is able to shut down two at a time with double Detain and is attached to a flying body. This is a creature I can get excited about.

So we all know that charms are awesome. Instances with multiple abilities provide us with powerful and versatile spells. Sure some are less powerful than others but all are somewhat constructed worthy. Azorius Charm provides you with most importantly a removal spell that also can draw you a card or get you some life. If your field is set up well you could be looking at quite a bit of life gain for 2 mana. Not too shabby.

Carnival Hellsteed. Shows off the new Rakdos ability Unleash which is ok. It doesn’t blow us away but it could do some cool things. Regardless of whether or not you Unleash this bad boy you are still looking at a hasty first striking 5 or 6 power which is pretty good and pretty tough to deal with. Moving on.

Hey we got finally got the other half of Doubling Season after Innistrad’s Parallel Lives. Also it’s on a 4/4 body for 4 which is pretty neat. How neat is that?

Terminate is one of the best kill spells because for just two mana you can kill any creature. How do you top that? How about same mana cost except it also kills any planeswalker. While Dreadbore might not be at instant speed its versatility and power are going to make it an all-star in Modern, Standard and there is a very solid chance Legacy too. This card is probably not going to be less than 5 bucks at any point ever.

So a creature that makes all of your instances and sorceries cost one less is pretty damn good. That means that your Negates are one drops and your Searing Swords are Lightning Bolts. Now this ability on a 2/2 body for 2 is just too dang awesome to pass up. I love this card. Izzet is definitely shaping into one of the better guilds.

I doubt that Havoc Festival is going to be a hit in most competitive formats regardless of my love for it. With that being said I can see this card doing some work in an aggressive EDH or multiplayer build. Not a good card but a damn fun one.

Isperia shows off how much this set is apparently geared towards multiplayer. This sphinx is going to be so much fun to play with it. In multiplayer you are going to be more or less untouchable. In single player this card is going to more or less shut down aggro decks. Imagine having this dude on the field against Naya Aggro where you are looking at 2 or 3 attackers a turn or should I say 2 or 3 more cards per turn. This card feels like it is filling in the hole left by Consecrated Sphinx. Isperia is sweet.

Izzet Charm is awesome. It is definitely one of the more exciting cards in the set so far. It feels a lot like and functions very similarly to Fire//Ice. This one card is able to deal with small creatures, every other spell, and it can draw you cards in a pinch. Neither one of these cards is better than one another due to both being incredibly versatile and powerful but I will say that Izzet Charm is definitely at the same power level as the eternal staple. This card is going to do wonder’s in Standard, Modern, Legacy and perhaps even Vintage. It is an all around awesome card and just another reason to start worrying about UR Delver.

Lyev Skyknight is another example of the power of Detain. I can only imagine that this is going to help the outlook for UW Delver. This 3/1 flyer fits in way too well next to Delver and Restoration Angel. This card is powerful and works way too well in faster paced aggro/tempo decks. I like it a lot.

We were told Niv-Mizzet was going to be reprinted and we now we get to finally see the return of the brilliant dragon. So this new Mizzet is powerful and I love it but it really feels like Wizards took the original Niv and just kind of twisted things around just a little bit. The original read when you draw a card you deal damage and he had a draw ability but this new one reads when you damage someone you draw a card and he has a damage ability. Like I said it is an awesome card but it kind of feels like Wizards got lazy during the design process. With that being said this Niv is much more capable of machine gunning down an opponent’s army.  Unfortunately though you won’t draw cards for it. While his ability might be more powerful than the original he honestly feels a little underwhelming in comparison. Cool card but probably won’t make the biggest splash.

Blaze + Mind Twist = Rakdos’s Return. Cool card and likely to lead to a BR control build floating around. I feel like this shouldn’t be a mythic but then again I have yet to see it in play. Perhaps it will Shock us. Please forgive the pun.

Selesnya Charm like all of the other ones so far is going to rock socks. This one gets rid of a big threat, gives you a threat or makes one of your other dudes a threat. Versatile and incredibly fitting for the color combo. Good chance it will be seeing constructed play.

So apparently WOTC felt that green and white needed some sort of trump card against Delver and blue in general. Wizards also felt it was necessary to put this devastating ability on a one drop creature. They also felt it was necessary to make this one hell of a one drop by making the one mana casting cost even more flexible and by making it a 2/1. Green and White now have a powerful ability on a powerful creature for a dirt cheap price. Thank god it isn’t a human.

Also Cursecatcher is getting reprinted and is even easier to cast now. Hybrid mana rocks.

Darksteel Ingot and Coalition Relic should scoot over because there is a new 3-drop-mana-producing-rock in the house. And not only does this bad boy act as ramp but it also fixes the entirety of your mana base. Chromatic Lantern is more or less a Manalith with a Prismatic Omen mashed on top. I love that card so this new artifact is definitely one of my new favorites spoiled so far.

Even though only the first 70 cards of the set have been revealed so far I am pretty much sold on buying a box or two. Or five. Return to Ravnica is shaping into one of the most flavorful, exciting and all around kick ass sets to date for formats from Standard to Legacy to EDH.

For all of your RTR news be sure to tune into Power Cords! For a look at the entire Return to Ravnica spoiler head over to MTGSalvation or simply click the link here!

Isochrontrol & UG Infect

Kyle and I are both big fans of MTG but we have always found that we enjoyed it the most when playing cooperatively together. Recently we decided to build a couple synergistic Classic decks and play some games of Two-Headed Giant. Kyle had already been playing around with a UG Infect build so we decided he would play a fast infect build which is ideal for multi-player games where you are looking at a life total of 40. I had been toying around with some Isochron Scepter builds of late so I decided to make a control build around the scepter to compliment Kyle’s faster creature decks. While both decks are still being fine tuned we have found that this combination of decks works pretty dang well so we decided to record a couple games and toss ‘em up. With that being said you can check out the first game below but be sure to check out games 2 & 3 over on our YouTube channel which can be found here!

MTG Deck Building: Solar Blaze

I am constantly on the lookout for that perfect synergy between cards that will lead to that next awesome deck. I have always been a mixture between Johnny and Spike so I am always looking for that perfect synergy that is cheap, fast, and efficient. With that being said I am also a college student who is on a relatively small budget. Because of this I have always been drawn to the Modern format. Standard only sees a small variety of deck archetypes and requires lots of spendy cards to be competitive and has a small card pool. The eternal formats both have that giant card pool and have some uncharted territory but again to have an adequate mana base in the format requires a couple hundred bucks alone. And then there is Modern. Modern is still a relatively new format and has a lot of uncharted territory and has yet to be truly defined. While the competitive decks do have spendy mana bases with shock and fetch lands you are able to put together an effective one with pain and bounce lands as well as with a couple of other hidden gems.

So as I have mentioned I am constantly making new deck prototypes on tappedout.com, constantly tweaking popular decks and designing new ones from the ground up. In all of my deck building experience I have been constantly drawn to one color threesome in particular: WBR. Before coming to love this wedge I really loved the color duos individually, and the cards that they brought to the table. Boros offered me Ajani Vengeant, Hide, Lightning Helix, Figure of Destiny, and Gisela. Orzhoz gave me Lingering Souls, Zealous Persecution, Seek, Castigate, Tidehollow Sculler, Angel of Despair, Unburial Rites, Debtors’ Knell, Divinity of Pride (one of my all time favorites), Unmake and Mortify. Rakdos provided me Blightning, Demigod of Revenge, Bit Blast, Falkenrath Aristocrat, Terminate, and Lavaclaw Reaches (I love my man lands). I spent a lot of time play testing each color duo seeing which was most efficient and effective and was not getting the results I had wanted from any of them.

BlightningDivinity of PrideHide (Hide/Seek)

I am a sucker for Reanimator. I first started Magic with a Coldsnap BU theme deck which gradually became more and more based around bringing back your dudes from your yard. Perhaps this bias towards the Legacy staple started with years spent playing Yu-Gi-Oh and the many popular reanimation spells that show up in every single deck. Now I realize how Goryo’s Vengeance and Emrakul make for a pretty powerful combo but I didn’t want a reanimator deck that relied solely on a combo to win. I wanted a deck that could potentially win without ever having to reanimate something but still had that option as a finisher. With that being said, BW seemed like the best place to start due to all of the great white reanimation targets and of course the full-of-value Unburial Rites and of course Lingering Souls. While BW was pretty awesome I pretty quickly realized I needed something else if I wanted my deck to hit that next level which was about the time I settled on throwing a bit of red into the mix.

Lingering SoulsUnburial Rites

So at this point I knew I was going to be rocking WBR and some sort of reanimation/graveyard theme. While I already had a suite of cool cards to use, I now had to search for powerful cards that provided some sort of synergy amongst the deck. With Unburial Rites and Lingering Souls in the deck it felt similar to Frites so I started there for inspiration. Unfortunately much of the synergy in Frites came from green cards, the last possible color I wanted to include. But despite color differences it is easy to understand what fuels Frites which are cheap spells which net you cards and dump several more into the yard such as Faithless Looting. Unfortunately the colors I was going with did not have access to Mulch and Tracker’s Instincts but then again I was building a Modern deck with quite a large card pool. After a little searching I found myself exactly what I had been looking for. Burning Inquiry and Goblin Loreare the two cards which best fit what I wanted. Being able to draw myself three or four cards for one or two mana is pretty good. Now the random discarding could be construed as a negative and at first it was but that amount of draw power for so cheap was too powerful for me to ignore.

Burning InquiryGoblin Lore

The key to using cards like these is to still be able to get some value out of cards put into your graveyard. Unburial Rites, Lingering Souls, and Faithless Looting are all once again perfect here because of flashback. Even if they do get randomly discarded you are still able to get some value out of them. In this sense your graveyard essentially becomes an extension of your hand. With Burning Inquiry you are essentially playing an Ancestral Recall because you are still able to play everything you discard on top of dumping your reanimation targets.

When it came to creatures to reanimate I had to make the biggest cuts. For the vast majority of the deck I was able use the exact cards I wanted but this one area –excluding lands– was where I had to make a few exceptions. As powerful as fatties like Empyrial Archangel and Inkwell Leviathan are, I really wanted to only use creatures that I would be able to hard-cast. Ideally I would be running four Griselbrand, Ionas, Elesh Norns, Titans and Wurmcoil Engines but unfortunately my budget didn’t extend that far. I wanted powerful reanimation targets where hard-casting was not out of the question. As awesome as Artisan of Kozilek and It That Betrays are it is simply unrealistic to plan on ever seeing come into play from your hand essentially making it a dead card unless it was in the yard. Ultimately I settled on Yosei’s in honor of another one of the decks main inspirations, Solar Flare. Yosei is powerful and cheap enough to cast regularly and your opponent can’t stand touching it without getting his or her field shut down. To round out my budget ensemble of finishers I included Britney Spears, Sheoldred and the powerhouse which is Akroma. The Angel of Wrath might not be as great as Sphinx of the Steel Wind but flying, vigilance, haste, first strike, and trample essentially gives your opponent an option: draw your Path to Exile or Day of Judgment or lose.

Yosei, the Morning StarAkroma, Angel of Wrath

When I had finished putting everything together I had found myself a faster and more aggressive form of Solar Flare. Due to the red splash instead of blue I decided to call my build Solar Blaze to represent my fiery take on the classic archetype. Solar Blaze provided me an incredibly aggressive deck with cards such as Lingering Souls and Bloodghasts that still had that powerful late game finisher. On top of all of this it still had powerful and consistent drawing power that let you dig through your deck efficiently and on top of the looting nature of these spells the deck is quickly able to recover from a Bojouka Bog or Relic of Progenitus.

Solar Blaze

Sorcery (18)

  • 4x Burning Inquiry
  • 2x Day of Judgment
  • 4x Faithless Looting
  • 4x Lingering Souls
  • 4x Unburial Rites

Creature (11)

  • 3x Akroma, Angel of Wrath
  • 1x Angel of Despair
  • 4x Bloodghast
  • 1x Sheoldred, Whispering One
  • 2x Yosei, the Morning Star

Instant (7)

  • 1x Hide
  • 1x Lightning Bolt
  • 2x Path to Exile
  • 3x Terminate

Land (24)

  • 2x Battlefield Forge
  • 1x Boros Garrison
  • 2x Caves of Koilos
  • 3x Evolving Wilds
  • 4x Lavaclaw Reaches
  • 1x Mountain
  • 3x Orzhov Basilica
  • 3x Plains
  • 2x Sulfurous Springs
  • 2x Swamp
  • 1x Urborg, Tomb of Yawgmoth

Sideboard (15)

  • 1x Lightning Bolt
  • 2x Tormod’s Crypt
  • 1x Blazing Archon
  • 2x Duress
  • 4x Blightning
  • 2x Volcanic Fallout
  • 3x Hide

While I am still fine tuning the list I have been very pleased with how it plays so far. I have only played several dozen match ups so far but I am able to consistently win or at least get my opponent to scoop as early as turn four or five but more regularly the deck sees victory around turn six or seven. Before designing this I was playing around with several different Delver builds and I had found that this new build was winning a few turns earlier than my Delver lists while being significantly more powerful in the late game. For right around $20 I am pretty alright with that. I am currently working on a couple videos showing off the deck in action but until then feel free to add me, SpacemanMars, and send me an invite over on Magic: The Gathering Online. I am always down for a couple games!

I am currently working on a couple videos showing off the deck in action but until then feel free to add me, SpacemanMars, and send me an invite over on Magic: The Gathering Online. I am always down for a couple games!

So what do you guys think of the build? How does it compare to Frites or Solar Flare? Any tweaks you would be sure to include in your own version? Let me know in the comments below!

The Best of M13

The entire M13 core-set has been officially spoiled. Not only is the set full of some incredibly fun and powerful reprints but a ton of new exciting cards as well. In lieu of discussing that last batch of spoilers for the set I wanted to instead talk about some the new cards that I am most excited about and that I believe to be the best of the set.

Ajani, Caller of the Pride

Perhaps the very best out of the set (or at least the most expensive) is the new 3 drop planeswalker. While blue might have gotten a little gipped this time around due to it to being overly powerful, cards like Ajani, Caller of the Pride might just be powerful enough to give Delver quite a bit more momentum. Ajani is not only going to be a hit in Standard and Modern but could very well make its way into some competitive Legacy builds. Ajani maintains the paradigm that all 3 drop planeswalkers are awesome.

Thragtusk

Thragtusk is ridiculous. This is a card that provides you with so much value that you have to run it. For five mana you are provided eight power distributed across two bodies in addition to five life. If you blink him with a Restoration Angel or Cloudshift, or even simply play a second one that you will be so far ahead it will be difficult for you to lose. While you aren’t provided as much power as you would be with a Wolfir Silverheart you are given a comparatively large amount of life on top of being semi removal resistant due to the 3/3 beast it leaves behind after death. Definitely one most powerful cards of the set that will be showing up in any and every deck running green.

Talrand, Sky Summoner

M13 debuts the first cycle of legendary creatures in a core-set since Tenth Edition and boy are those four drops spicy! Talrand is one of my favorites in quite some time and I so badly want to make an EDH deck with him as the commander. Talrand is fantastic because he is just so synergistic with everything blue does best. You could run 7 creatures (4 Delver and 3 Talrand) and still have a blue aggro deck simply because of all of your other spells. He turns all of your draw spells, cantrips, counters and bounce spells into flying threats. Perhaps he is less powerful than I originally thought he would be but he is still nonetheless still very powerful. Keep your eye out for this Merfolk.

Yeva, Nature's Herald

Out of the legendary cycle green got a pretty feisty creature as well. Yeva, Nature’s Herald is essentially a green Teferi. While it might not have all of the pros that make Teferi fantastic Yeva is at the very least is a 4/4 with flash for four and at her best she is one of the best green lords out there. While at first glance her ability might seem somewhat restrictive it really isn’t. In a format where green is one of the most predominant colors, Yeva really gives green an extra edge on top of being a decent sized body on top of it all.

Sublime Archangel

While white’s entry in the cycle, Odric, might be lacking it more than makes up for it with this mythic four drop. Imagine playing even one creature a turn until turn four where you drop this angel. Now even one of those creatures is going to swinging for four more than usual. Unles ofcourse you drop a Silverblade Paladin or Mirran Crusader at which point you are swinging in for a ridiculous amount. I don’t think this is a card I need to sell. This one is just an all around all star. Also on a last note, if you attack with just a Geist of Saint Traft he still gets the exalted bonus in addition to the angel. Just fyi.

Master of the Pearl Trident

The next on the list is really by all technical purposes a reprint but officially it isn’t. Master of the Pearl Trident might not have a giant impact on Standard but every other format just got Lord of Atlantis 5-8. The Lord is one of the best cards in merfolk decks so giving them four more copies of it is ridiculous. You can bet that he is going to be showing up in absolutely every merfolk deck out there.

Omniscience

Omniscience like the last one is a card which might not do a ton in Type 2 but in a larger format is going to blow things up. This card paired with Show and Tell, Eldrazi and other big reanimation targets allow players to cheat these cards into play and still get the triggered “When you cast this card” affect. ‘Your spells are free’ is too magnificent of an ability to get ignored regardless of how expensive it is. You can actually check out a Legacy deck list already abusing this card and winning tournaments here!

Jace’s Phantasm

A 1/1 for one is whatever. A 1/1 for one with a keyword ability is cool. A 1/1 for one with a keyword ability that becomes a dragon late game is awesome. For these next few months when M12 is still in Standard are going to lead to some ridiculously powerful illusion decks running Thought Scours and Jace’s Phantasms. Jace’s Phantasms gives these decks even more early pressure that flies, gets pumped by a Lord of the Unreal and becomes even more powerful late game. This very well could be the card that pushes illusions down into Legacy to be paired with Illusory Angel. Illusions are powerful and Jace’s Phantasm only continues to demonstrate that.

Slumbering Dragon

I don’t care what the ability is, a 3/3 with flying for one is going to be a good card. Slumbering Dragon is not only a fantastic piece of sideboard tech against creature based decks but is good enough to start its own archetype. I so badly want to build a RG mix with this bad boy and some of Innistrads distribute counter spells to quickly get this dragon into the red zone. This is a good card and I can’t wait to see it broken. Be sure to watch out for this bugger.

 

The last card on this list is another dragon, ThuThundermaw Hellkitendermaw Hellkite. Wow this card is sweet. Whenever you play this creature there is going to be a very solid chance that you are going to be looking at a ton of dead spirits and a couple dead BOPs right before bashing your opponent for five. OR your opponent isn’t going to have any flyers and they are simply just going to take five. See the beauty of this card is that he is cheap, powerful, and fast and top of all of that he has a great offensive and destructive ability. In core-sets and most sets in general we are used to seeing a very Timmy-esque mythic dragon that never sees any competitive play. That pattern end with Thundermaw Hellkite.

So out of all of the new cards printed in M13 these are the ones I believe are the most powerful and are the most likely to be abused and played. There are several exciting reprints returning to the set, some more recent than others but all are going to have a heavy impact on the Standard environment. Here are the five best reprints in M13 according to Marshal.

Vampire Nighthawk

Vampire Nocturnus

Serra Avenger

Rancor

Garruk, Primal Hunter

All in all M13 is a great set. It adjusts and expands the competitive scene while introducing and reintroducing some of the most fun cards in Magic history back to the game. I am very excited to be playing this set and I am pretty sure this is going to be a blast to draft.

So what cards are all of you most excited about from this set? What’s your favorite new legendary creature? Who is better the new Ajani or the new Liliana? Leave your thoughts in the comments below!

M13: The Fun Core-set

A handful of new spoilers have show up for the upcoming core-set, M13. Lately we have been seeing a lot of awesome reprints. Wizards finally reconfirmed that the classic M10 dual lands are showing up in M13 meaning we are going to going into Ravnica with a dual land for every color combination. Having a land for every color is also going to be pretty important when playing this bad boy.

Door to Nothingness, the classic Timmy artifact is making a return with some brand new art. While definitely a fun card I am not exactly sure on how much tournament play it will see. With the loss of Primeval Titan ramp decks have lost a lot of their power and finesse. I am not saying titanless ramp decks aren’t a possibility it just means they will be less effective. But then again based on all of the other ramp spells we have seen in M13 alone is enough to make a ramp into Door strategy plausible. Door to Nothingness is a fun card but we are looking at a Standard environment where there is a possibility that it will works wonders. Only time will tell.

Speaking of awesome artifacts…

God I love this card. This is a card like Door to Nothingness, meaning that they are both incredibly fun but unlike Door it is powerful enough to show up in the competitive scene. I have recently designed a Modern Reanimator Aggro deck running three Akroma, Angel of Wrath as a finisher and let me tell you she is one hell of a finsher. A 6/6 body is pretty good but paired with flying, trample, vigilance, haste, first strike, pro red and pro black is pretty close to perfect. Now imagine all of your tiny humans and tokens with flying, trample, vigilance, haste, first strike, pro red and pro black. Akroma’s Memorial is definitely not the right finisher for every deck but in aggro decks or faster creature based decks the Memorial is right at home. I have messed around with making an Edric Aggro EDH deck and I found that every time the Memorial resolves you win the game. It was a sure enough guarantee that I started running a Treasure Mage simply to another way to fetch it. While it is arguably no Elesh Norn it does do a handful of things that the Praetor cannot. Keep an eye out for this card. It might be just one more reason to keep that Ancient Grudge in the main board after rotation.

Sweet, Delver decks are still a big problem. While most commonly paired with an Aether Vial, Serra Avenger is definitely still a threat without one. I mean I don’t think I really need to try to sell anyone on the power of this card. Two mana for a vigilant 3/3 with wings? This really is perfect for those Delver Tempo lists. Turn one Delver, Turn two and three punch your opponent in the face, turn four play Serra Avenger with Mana Leak counterspell or answer mana up. Serra Avenger is entering a Lightning Boltless Type 2 environment which is the go to answer and the biggest threat to card. Without that classic burn spell to keep it in check, Delver with Avenger is going to reign.

While technically not a reprint, this next one really is a reprint.

Same casting cost, same power and toughness, same type and same exact ability? It’s the same card. Except for it’s not and now we are going to be playing against merfolk decks running eight Lords of Atlantis. I don’t really understand why this card is being printed. Have you ever looked at merfolk and thought, “gee, this tribe could sure use some more lords,”? No one has. We have seen with the Lord of Atlantis that this is a good card. Perhaps WOTC wants merfolk to replace the role that illusions played in the last core-set? It’s not unfeasible with cards like Talrand and Augur of Bolas that we are going to playing less creature oriented merfolk decks and more instant and sorcery ones. That would actually be really cool. Perhaps Wizards has re-made an old and stale card in the urge to push people towards a new take on the archetype? Well played, WOTC.

Omniscience 

7uuu
Enchantment Mythic Rare
You may cast nonland cards from your hand without paying their mana costs.

Now this is a card I have wanted to see for quite some time. ‘Your spells are free” is just way too powerful for my inner Johnny to ignore. While this card might not be great in Standard it is just looking to be abused in Eternal formats and even Modern potentially. While the casting cost is pretty high it is really the ultimate enchantment and can be cheated out with Hypergenesis, Show and Tell, Academy Rectors and Lost Auramancers. This card feels like the new Hive Mind because you don’t win once it played but the second after you play your next spell. Imagine getting this out there and then casting Emrakul and a couple other things. Your opponent goes to counter something and you cast Force of Will for free without paying life or discarding another card. And then your next turn you play Progenitus. This is a card that is potentially powerful enough to squeeze in between Emrakul and Progenitus in Sneak and Show decks. Imagine how much fun it would running Teferi or Jin Gitaxias or really any powerful card with flash with this. At the end of your turn I am going to flash in Teferi and than I am going to flash in my Emrakul. I can’t wait to abuse this card.

I can’t help but think of Smaug when looking at this card

So you know how no one really cared about the green Miracles? That’s about to change. While at a quick glance it appears to be pretty cool piece of side board tech against aggro decks my inner Johnny sees a crazy one drop ready to be broken. So picture this hypothetical for me real fast. Turn one Slumbering Dragon. Turn two or three reveal Revenge of the Fallen and bash your opponent for nine in the air. It’s not just Miracles that do work for Slumbering Dragon either. The Innistrad block gave us several green spells with lots of counter distribution such as Increasing Savagery and Hunger of the Howlpack meaning that there are a handful of spells that rather effectively awaken your dragon. I am thinking about pairing this red green combo with a little blue for Delver and trying out a Standard take on the always fun RUG variant. Slumbering Dragon is definitely going to be a fun card with great flavor as well as one that is powerful enough to see some play. Also did I mention it’s a 3/3 flyer for one?!

Thundermaw Hellkite 

3rr
Creature – Dragon Mythic Rare
Flying
Haste
When Thundermaw Hellkite enters the battlefield, it deals 1 damage to each creature with flying your opponents control. Tap those creatures.
5/5

This is another red dragon that is going to be pretty fantastic against anything spirits or tokens. So right off the bat I want to point out that he is a hasty flying 5/5 dragon for five. While the body is standard size for dragons haste is usually only seen on spendier dragons or more vanilla ones making this powerful dragon fast and cheap on top of effective. This is going to be a ridiculous finisher not only for RDW but also for RG Aggro and definitely even some Naya builds. Not only does it shut down your opponent’s field for a turn but it is going to be swinging in for five damage the turn it hits play. Not only that but it also opens the field up for all of your other attackers. While it might not do a whole lot after that first turn it is still going to be a flying 5/5 whom your opponent is not going to want to Vapor Snag. Definitely a sweet card and a powerful finisher which might even see some play in Modern.

Earlier this week a 0/1 goat token got spoiled and there was a lot of rumors of Springjack Pasture getting reprinted but it looks like we got something even more fun.

Trading Post 

4
Artifact Rare
1{T}, Discard a card: You gain 4 life.
1{T}, Pay 1 life: Put a 0/1 white Goat creature token onto the battlefield.
1{T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
1{T}, Sacrifice an artifact: Draw a card.
Illus. Adam Paquette #220/249

While definitely not a blaringly good card it is one that when used correctly could provide some good results for players. The only deck I can see really being able to abuse this card are Control decks that run a decent balance of artifacts and creatures to get maximum value out of this card. It will definitely be powerful in these few months before rotation while Wurmcoil Engine is still the go to finisher due to him being able to fill either role of the last two abilities. Imagine having this on the field and simply recycling your Wurmcoil tokens to re-buy the same Wurmcoil and cast it again and again. I know I keep saying this but this card is going to be really fun to play with but also could potentially an awesome toolbox.

The last card I wanted to mention is one which is alright but might imply something more exciting.

Hellion Crucible 

Land Rare
{T}: Add 1 to your mana pool.
1{R}{T}: Put a pressure counter on Hellion Crucible.
1{R}{T}, Remove two pressure counters from Hellion Crucible and sacrifice it: Put a 4/4 red Hellion creature token with haste onto the battlefield.
Illus. Trevor Claxton #226/249

Hellion Crucible is an alright card which might give RDW a little bit more steam. I am always a sucker for mechanical lands like these but thing about this card that I like the most is that it probably means we are going to see a mechanical land for the other colors as well.

M13 looks is doing a great job building a core-set with a lot of flavor, power, and fun. They are giving players cards that have been awesome in past as well as making new cards which are going to be just as fun. This is definitely the most excited I have been for a core-set ever.

So with only fifty or so more cards to reveal how are you guys feeling about M13? Do you love it or hate it? Do you think we are going to be seeing a mechanical land cycle? Leave your thoughts in the comments below!

 

New M13 Planeswalkers

Another large handful of new spoilers has been released and they are all pretty dang exciting. I know I say this at the beginning of every spoiler review but the cards announced over the past couple days are particularly awesome and will all lead to defining the new archetypes that are bound to rise with the release of the core-set.

Now this is a mythic. This is a card I don’t need to explain the awesomeness behind it. Every creature based aggro deck running white will find a place for Sublime Archangel in their list. Mana dorks such as Avacyn’s Pilgrim and Birds of Paradise (at least until rotation this fall) now don’t only speed up your game plan but now they are all potential threats. Imagine having two dorks on the field and playing a Sublime Archangel turn three and swinging for three in the air with a BOP. Exalted is an incredibly powerful ability and a 4/3 flying body that gives all of your creatures exalted is absolutely amazing. Even worst case scenario when you play the Archangel without any other creatures on the field you are still going to be swinging in for five in the sky for only four mana, and that is worst case scenario. Realistically though this guy is going to be bashing your opponent for six or seven as early as turn four. Sublime Archangel is an all around fantastic card.

Speaking of four mana white creatures…

Here we see the continuation of the four drop legendary creature cycle. Perhaps not as powerful as Yeva or Talrand but he is definitely worth noting. He is a human which allows for synergy with all of the human builds out there and the fact that he is out of Incinerate Searing Spear range gives him a little bit of an edge. The problem is though that his ability is only active when you have three other guys on the field who you are also attacking with. Sure his ability is pretty great but the conditions in which it is active might not be worth it. If you are looking for that white four drop for your white something aggro deck I think you are probably just better off going with Sublime Archangel who is also safe from the legendary rule.

Krenko is red’s legendary creature in the cycle and he is pretty neat. Again not nearly as powerful as Yeva and Talrand but in the right build he could be pretty fun. I am not sure how much goblin support we are going to get from the rest of M13 but there are some pretty sweet goblins in SOM block and we are sure to see some awesome ones show up in RTR so I am confident this guy will be getting some action. With Goblin Chieftain still in Standard until RTR comes out I guarantee us seeing some goblin builds with this guy on the top of the curve and I think it is a pretty safe bet to say he might be showing up in a couple builds after Ravnica is released.

The art on this card is fantastic. Well done Izzy.

Now this is card I know Kyle is going to be excited about. Worldfire is a card that is very unlikely to see play in either Limited or Constructed outside of casual decks and of course EDH but damn is it going to be fun. As I have mentioned several times before, Kyle plays a Kaalia EDH deck and he loves his Obliterate and Decree of Annihilation. Whenever things start going poorly for him in the late game he drops the Obliterate and the game essentially starts over and enters into top-deck mode. It is always a pain in the butt once it happens but there is something that is also incredibly fun about it. Getting absolutely everything wiped more often than not leaves me smiling and laughing. Worldfire is the same way. It is going to be irritating when it is played but it is going to be a fun match. The only time this card is not going to simply be a fun irritating card is in Jhoira EDH decks. If suspending a Decree of Annihilation followed by a Kozilek was rough imagine suspending a Worldfire followed by honestly any creature whatsoever? Any 1/1 is terrifying once a Worldfire goes off so this new mythic is going to be absolutely ridiculous in Jhoira builds.

Speaking of Obliterate and other incredibly fun older cards brings me to a reprint I am quite excited about.

Rancor is arguably the best aura of all time. Auras are naturally weak cards due to the fact that they are tied to a permanent. Putting an aura on a creature makes that creature essentially worth two cards so if that creature were than to get Doom Bladed it is going to be a one for two trade in your opponents favor, a situation you want to avoid at all costs. Equipment is significantly better in this regard in the fact that it only gets dropped and stays on the field. Rancor overcomes this natural predisposition of auras being the worse card type due to the fact that it comes back to your hand. A one drop aura that gives your creatures +2/+0 and trample is pretty dang decent but one that also bounces back to your hand once it leaves play is amazing. So even if the enchanted creature bites the dust you don’t lose excessive value because the enchantment comes right back to your hand, ready to enchant a couple more. In addition to being the best value among auras the fact that it is great among dang near all creatures is awesome too. Some auras really are designed to be paired with a big or small creature but Rancor is great among all. It turns your little dudes into a threat your opponent needs to deal with and it turns your non-trampling finisher into a monster that your opponent either needs an answer to or loses the game. Rancor is great card in the way that it is powerful but not too over powered. I am incredibly psyched to see this card in a Type 2 environment once again.

Core-sets have kind of gotten into the habit of printing a big Timmy mythic when it comes to green. They print cards that are big and impressive but not too tournament worthy. While Elderscale Wurm might not be making into all Mono Green main boards you can bet some serious money he will be showing up in the sideboard. Elderscale Wurm is great because for seven mana he fits the requirements for a worthy seven drop. For a seven drop to be worth putting into a deck it needs to be stronger than the popular six drops (no one wants to pay seven mana for a creature that gets toppled by a six drop). This wurm is a 7/7, plenty enough strong enough to deal with a Titan and he has trample which is incredibly relevant. You can produce a 100/100 but if your opponent has creatures to chump block your beast it could be an infinity/infinity and it wouldn’t matter. Trample means that your opponent is going to be on a clock once he comes into play. But the 7/7 trampler is not the great thing about this card. His second ability more or less completely shuts down RDW. RDW relies on its burn spells as finishers and with the wurm on the field it completely negates that. Elderscale Wurm gurantee’s that you are safely out of burn range and it also is big enough that it is going to be tricky for your opponent to burn him out which is RDW’s primary means of removal. The wurm is also a card that is completely worth mentioning because once rotation comes around we are going to be losing most of the six drop creatures we have come to rely on for our finishers. Not only are we seeing the loss of the titans but also Wurmcoil Engine, leaving us with a little gap as far as six drops goes or atleast until RTR comes out. In no way would this gap be a bad thing though. It would be really cool to see players using the powerful four and five drops which are available as well as turning to some of the bad ass seven drops which haven’t seen any play due to titans. Anyway, Elderscale Wurm is great sideboard tech and will definitely be seeing atleast a bit of tournament play.

Thragtusk is pretty freaking sweet card. He kind of takes the place of Obstinate Baloth or Loxodon Hierarch as the life gaining beast of the format. The one negative to the card is that it costs one more than what we are accustomed to this creature archetype costing but it is significantly more powerful than the others. First off Thragtusk is a 5/3; a creature which can go toe to toe with dragons and angels. That five power makes him a card that gains you life and provides a big enough threat to your opponent that he or she is going to need to deal with it and even if they do they are left with something else to deal with it. This is what seals the deal on the awesomeness of the card. Once your opponent deals with it he or she is then facing another big beast staring them down. Thragtusk is amazing because it is a total of eight power for five mana in addition to five life all in one card. I know value when I see it and Thragtusk is full of it. Not only a great card for your side board against any and all faster paced decks but it is also powerful enough to find a place in most decks running green. Definitely keep your eye out for this bad boy.

I saved the most exciting cards for last and boy are they exciting. Most of the cards I have talked about so far are all pretty exciting for casual formats and Type 2 but nothing powerful enough to make it into Modern or the Eternal formats other than the following. Let’s start with the least exciting one first.

Liliana of the Veil is an incredibly strong planeswalker and arguably the best one since the Mind Sculptor. As powerful as Jace was, we were also given baby Jace who wasn’t nearly as powerful as the Mind Sculptor but served an incredibly important position of balancing him out by providing another answer to the ridiculous card. I feel Liliana of the Dark Realms fills a similar role in regards to Liliana of the Veil. While the new Lily is definitely less powerful than Innistrads version it is something that will still definitely be seeing some play in Type 2 and could potentially see some play in the Modern scene. Lily is a pretty powerful planeswalker in a couple of senses. First she provides you an answer to other Lilianas. Second she can kill most creatures opposing you once she hits the field. Now this is the one real downside to the card, she doesn’t pass the planeswalker test meaning it can’t protect itself the turn it hits the field. The reasons Jace and Lily are so powerful is that they hit the field and then are able to deal with any threat on the field and still be alive. This new Lily is able to deal with any threats on the field but dies in the effort.

Something worth noting about this new black planeswalker though is that both her ultimate and her +1 both just say Swamp, not just basic Swamp. This means that you can fetch shocklands and that your shocklands are going to be able to produce you a crap ton of mana once you ultimate her. That’s another problem with the card; her ultimate just isn’t up to par. Ultimating with the Mind Sculptor or Ajani Vengeant more or less means victory for you. It’s hard to come back from losing your deck or hand or lands but simply having an abundance of mana doesn’t necessarily mean defeat. Sure you will be able to play dang near anything in your deck but you are going to need other cards to win. None the less, Liliana of the Dark Realms is still a great card and will definitely be an all star in most UB control builds in both Type 2 and Modern, allowing you to build your mana base over time while also fighting off opposing threats. Her ultimate will really shine when you are running finishers such as Eldrazi or Blightsteel Colossus. Honestly I hope she is going to make Griselbrand a viable finisher in Type 2 outside of Frites and Solar Flare.

The next card is probably the least exciting out of these last three but it is probably going to see the most play in Eternal Formats and Modern.

M13 marks the return of exalted and it is back in new and exciting ways. We have seen it on new creatures and tied in with new abilities but Cathedral of War marks the most exciting addition to the mechanic by making its debut on a land. Teetering Peaks is a card that feels relatively comparable to the Cathedral and it sees quite a bit of play in all Red decks because it is a great card. Whenever a land is able to give you some sort of value in addition to being a land is absolutely great. Teetering peaks was great because you get that +2 boost regardless of how many people are attacking but it was unfortunately only for that turn. Cathedral is going to be a problem because it’s going to turn every creature you play into something a little more lethal and they will be until your opponent has an answer for it. It is a good thing the Titans are rotating out because fetching a couple of these bad boys with a Primeval Titan would be absolutely degenerate. These are going to be finding spots in almost every creature based deck from Maverick to Delver. Here is just one more reason to run Ghost Quarter in the main board.

So there has been quite a bit of speculation around who the white planeswalker was going to be and it has finally been announced and it is something brand spankin’ new.

While not the most powerful planeswalker ever printed (or most powerful Ajani printed for that matter) Ajani, Caller of the Pride is pretty dang fantastic. Three mana for a planeswalker is always an incredible deal so even out the cheapness of the card wizards has to always make sure it isn’t overly powerful. So right off the bat it is worth mentioning that this new Ajani doesn’t pass the planeswalker test; it can’t defend itself. The thing that is pretty cool about this new Ajani though is that even though he is unable to protect himself once he hits play, he does have a starting loyalty of four so realistically 5 loyalty once it comes to your opponents turn, making him tough enough to survive most assaults that will be coming at him turn three or four.  While it doesn’t serve as a direct answer to your opponents threats it does do a few exciting things that are new for three drop planeswalkers. Baby Jace and Liliana of the Veil were both designed with a +1 that yielded an equal amount of card gain or advantage among all players, for example both players drawing or discarding a card. This was important for this class of planeswalkers because three mana for a permanent that also gains loyalty by yielding you card advantage would be absolutely and completely broken. Ajani breaks the trend of equal card gain in his +1 but substitutes it with an ability that is only effective when you have creatures on the field, making him more or less useless when he hits the field alone. Now his +1 ability is clearly best for beefing up your creatures but he is also great in a format where +1/+1 counters act as an important part of a mechanic. In addition to boosting your creatures, he can also effectively shut down undying creatures on your opponent’s side.

Another really awesome thing about this new Ajani is that he is great in both early and late game. Imagine finally sticking a Sun Titan (oh yeah, Sun Titan brings this guy back) turn eight but you are staring down a field of titans on your opponents side. And then your next turn starts and you drop an Ajani and give your Sun Titan flying and double strike. That might be a little tough for your opponent to come back from. Liliana of the Dark Realms was a little under powered due to her ultimate not being necessarily game ending but that is in no way the case for Ajani, Caller of the Pride. Say you are able to ultimate Ajani when you are still at twenty life. Your opponent is going to be staring down forty power on the board dispersed among twenty bodies. The only way they are going to survive the next turn is if they have a Day of Judgment or a Severe the Bloodline otherwise they are screwed. The fact that his ultimate produces 2/2s bodies instead of 1/1s is ridiculous. Being able to produce a lethal army late game when your life is at less than half is just so awesome. This new Ajani feels very similar to the original but significantly more powerful. Sure Ajani Goldmane can +1 with an empty field but Ajani, Caller of the Pride has a significantly more powerful ultimate and – ability and it is cheaper and starts with more loyalty.

So despite not passing the Planeswalker test he is definitely going to be seeing some play. He is going to fit in perfectly with any white aggro decks and unfortunately Humans. This new Ajani has found the perfect balance between power and cost and feels powerful but not in any way overpowered. He will most definitely be seeing play in Type 2 and it is very likely he will be showing up in Modern and possibly even Legacy.

So that is it for now. While we have been shown a majority of the exciting and most anticipated cards from the set we still have only seen one mythic out of blue so far and there is still one more mythic to be revealed in the other colors as well excluding green.

So what are your guys’ opinion on the set so far? What are your feelings on the new planeswalkers? Are they totally rad or just kind of stupid? What do you think of the legendary cycle? Are you going to miss the titans? Let me know in the comments below!

Also, found this picture and it made me laugh. Thought you guys might appreciate it.

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